A new Xbox controller to make gaming accessible to more people with disabilities
news.microsoft.com
news.microsoft.com
A controller is a UI paradigm, like the keyboard & mouse "desktop" paradigm. Serving a userbase that can't use a standard UI will lead to invention of new ones. This could easily lead to mass market products/features that people will want regardless of disabilities.
Particularly interesting (to me) are paradigms being developed for the blind, because they can't rely on displays. This is the same sort of problem as amazon echo, driving mode phones UIs and other products that need paradigms.
The key though, the key is that blind people are a "captive" market. They can't just use the display UI every time the voice UI sucks. This gives developer the opportunity to keep improving it until the number of use cases where voice UIs work better than display gets big enough.
It's something that I think every dev, that is capable, should be striving to do in everything they can (even outside of gaming specifically) but as you indicated above it's really awesome for EVERY kind of person, even if I'm not differently abled at all and all I want to do is swap shoot and reload's buttons because of my own personal (even it it's stupid and/or annoying) preference.
It's a silly example: but if I'm eating a sandwich one hand and trying to use a computer, in that moment I'm a one-handed computer user, and can benefit from many of the same one-handed benefits of someone using a computer one-handed for more permanent reasons.
But as silly as that example is, there are so many tiny moments in your day like that that maybe you dismiss them or you don't appreciate how differently abled you are at different points in the day.
It's a bit like thinking through the classic riddle of the sphinx ("what creature walks on four legs in the morning, two during the day, and three in the evening?"). Our "ableness" is never a static constant, and its so useful to think of all the more transient states we live in every day. The more we include everyone, sometimes the better we include ourselves, too.
I also tried one of these - https://www.amazon.co.uk/Sony-Playstation-handed-Dragon-cont... - but could never get the hang of it.
I might try this. My son is very into video games and I would love to play with him again. The only games that I played with him when he was younger were fighting games like Tekken and Soul Calibur and a few simple beat em up games but the games he plays now are too complicated to play with one hand.
EDIT:
I'm still trying to figure out after watching the videos, how this works with one hand. They showed a guy who had cerebral palsy that affected his right side but they never went into details about how he adapts it.
Maybe they were just expecting the target market to know about assistive technologies? I've never used any so I don't know anything about them.
This is my favorite keyboard:
https://www.amazon.com/gp/product/B00VRC6U2C/ref=oh_aui_sear...
I can reach from the Q to the P with one hand and can touch type on it.
I'm riffing off the Ben Heck design https://www.benheck.com/controllers/ but I'm mounting the entire xbox controller on a $15 joystick and then wiring the analog 3dof sensor from the joystick into the xbox controller. So, with one hand, you have access to one origina thumbstick and tilt the entire controller to actuate the other thumbstick.
I've been eagerly awaiting this device from xbox. While it is great, it's just a breakout box, you still need to setup your inputs.
As a side note, are you aware of the class of devices such as the xim4 or the Venom X which comes with a mouse & nunchuck?
https://www.amazon.com/Tuact-Venom-Controller-Windows-PlaySt... (works with xbox)
A few comments below suggest an mmo mouse. I found a left hand version "Razer Naga left handed mmo ergonomic mouse", however I can't find where to buy it. Right handed MMO mice are more common and have different thumb setups. "Razer Naga Hex V2" is a good example.
Given a mouse you use an adapter to play on Xbox[1]
Looking at game pads I found "Fang Gamepad by Ideazon" which is ambidextrous. Unfortunately I can't vouch for console compatibility which limits gaming to mostly PC. [1][https://dotesports.com/hardware/news/best-xbox-one-keyboard-...]
That goes into the things you can plug in to the back and usb, looks really flexible
check out thingiverse.com for freely available designs.
Interesting video with Nadella discussing this:
https://www.facebook.com/bloombergbusiness/videos/1547448801...
However, I feel these products don't reach the level of "lovability" other such products enjoy. I wonder if this is an execution or PR problem?
Either way, hope the Adaptive Controller enables a lot of people to enjoy video games and we see some interesting unconventional applications of it soon.
Kinect didn't have much in the way of software, and the OTS stuff was clunky. It also followed on after the Wii, which also featured clunky software, also had tremendous 1st party support to keep it viable.
I'm left-handed, and I remember realising that without thinking, I had switched to using my right hand for the analog joystick instead of the left one. This was months after I got a Wii - it was so natural that I hadn't even noticed. I don't recall anyone ever giving Nintendo credit for this, but their nunchuck-controller was pretty much the first mainstream controller for a console that was fully ambidextrous.
While it's not a console as such, the Atari Lynx in the 1990s could be flipped over so that the joypad was on the other side.
My dad has one hand, and only one finger on the hand he does have. He LOVED playing Atari 2600 and NES when I was a kid and I have very fond memories of playing games with him.
After the SNES though he completely stopped playing games out of frustration, angry about why they needed so many buttons. I don’t think he ever even attempted to play our N64, let alone later consoles.
I really hope the price point is accessible, I’d love to play games with my dad again.
Understandable, since the n64 controller was designed for people with 3 hands.
Take for example Good Grips[1], a brand of cookware and kitchen tools. Initially designed as specifically for the elderly and people who otherwise have trouble gripping conventional kitchen utensils, it's become a bestselling brand in its own right (I own several things) because the products are just that much more ergonomic and sturdy than anything else.
That's incredible :)
It's USB, so this is going to end up being used for far more than gaming.
There are definitely dozens of existing solutions for PC use, but the console world has long been protective of their gamepads and generally don't allow arbitrary custom devices to be connected unless they're built by hacking up a "certified" device.
This is, to my knowledge, the first time any major console has officially supported custom input devices. It's annoying that it requires a proprietary bridge device rather than just getting rid of their artificial limits on HID input devices that work fine on Windows 10 on their Windows 10 powered appliance, but I guess it is still progress.
I had an online acquaintance who I practiced with in a fighting game called Blazblue. Said friend was also a martial-artist who also did live-steel fights. Dangerous, yes, but apparently there were rules about what weapons you could bring in, "first blood" and other such rules to try and keep things non-deadly.
Anyway, one of his opponents used poison as his weapon, and now his hands were permanently F'd up due to that one poison fight.
Long story short: I didn't see him online much after that. Its difficult for disabled people to get controllers that work well for them.
And its not just arbitrary fights where people can lose the fine motor control of their hands. I know people who lost fine control after a bad car accident. (Fortunately, this one was temporary and after about a year, she got most of her motor control back into her hands).
So any research into allowing injured people to better play video games (a hobby I'm very much like), is a win in my eyes. I've got at least two people who've I've personally met who would benefit. Even with today's advanced medicine, its not guaranteed that motor control will return back to your hands if you are injured.
And injuries can really happen to anybody.
I like this "inclusive desing" term better though. (even though its the method to achieve accessibility)
How can a company simultaneously be so great and so terrible at usability?
Also this literally doesn't have anything to do with the subject of this thread.
But then, my windows still keeps turning down the brightness automatically unless I reboot after logging on the first time, so maybe it’s just a little incompatibility with my old ass laptop.
[0] https://www.microsoft.com/en-us/garage/wall-of-fame/eye-cont...
I respect that others don't like the phrase "disabled people," since it's something they have rather than something they are. But there's not a consensus on what phrase to use.
My background is as a carer for children with intellectual disabilities, and I'm always disappointed when the first thing somebody wants to know about a kid is their diagnosis. I'd much rather tell you that Terry likes Football than tell you he has Autism. People often get fixated on the disability however.
Person-first language, in my experience, encourages people to see and think about the person before they see the disability. It encourages then to consider that perhaps John is stroppy because he's a moody teenager, rather than adding it's being he has Autism.
Otherwise, I’m not going to tiptoe around people and change my speech patterns because they might be offended by something that meant no offense to them.
And there's no guarantee it will last long before someone decides to be offended by that too.
There is some, perhaps splotchy, evidence that person-first language reduces stigma (e.g. https://doi.org/10.1111/j.1528-1167.2008.01899.x) consistent with the Sapir–Whorf hypothesis (https://en.m.wikipedia.org/wiki/Linguistic_relativity).